I may have forgotten to include 2 hammers of overflow in the current turn into settler ... in which case 2 extra hammers might be enough to make no difference between mine-chop and chop-mine. Let's take a close look (yet again, but it is important to get this right, I think).Huh? We chop once then do the copper to speed up the settler 1 turn... The culture graph is quite wierd... CRC might have built the stonhenge or maybe they are preparing culture bridges? At least they didn't do early BW which should give us an advantage. I am not very good at reading score graphs. Anyone able to get something sensible out of that?
I am not making it complicated, I am just reporting on the existing complexity!@ dV, Don't make it so complicated, open the city screen and see the 2F + 6H right now. Add 2F when the farm is complete next turn for a total of 10. 30H for each chop = same as 3 turns. The only thing I didn't throw in was switching to the copper if mined. But I wouldn't do that, based on giving up the 8C from the Gold.
We lack defensive mobility (roads) and if two archers enter our borders, no way we can defend the city, the farm and the mines. Even an axe with no roads can't cover everything.I was thinking axeman while growing to size 3 then another worker before building a barracks. I am fine defending with 2 warriors though![]()
I hang my head in shame. In my simplicity, I missed that 2 of the hammers were from over flow. So yes, 8H this turn, and 8H after from the farmed rice. Then yes we can switch to copper mine for 9H/t for the remainder.I am not making it complicated, I am just reporting on the existing complexity!
I am confused by this though. All we need to hook the copper is a mine. I already simmed itchop(so we can hook up copper not to speed up settler movement by 1 turn)
From C63, "Correcting my earlier post we don't need road to connect copper, one tile adjacent to 2 rivers connect them."
From R1, "C63 is correct, I just tested with WB and a mine is all that is required to access the copper. "
I agree with this assessment, especially given it's origin!I'm against a 2nd worker, after the settler, all we need is troops now. These will get us free workers. In fact, if I was playing this game by myself I'd be tempted to play safe, skip settler as well and go for barracks (chopped) and spam axes until Mansa and Alex are gone.
It is here.do we have an updated test map for simming?
Here is the updated test map. It still says T1 as I don't know how to alter that. I "think" I made all the appropriate changes. Feel free to update as necessary and re-post.
http://forums.civfanatics.com/uploads/89064/GK_Test_Map_BC-3070.CivWarlordsSave
I'm against a 2nd worker, after the settler, all we need is troops now. These will get us free workers. In fact, if I was playing this game by myself I'd be tempted to play safe, skip settler as well and go for barracks (chopped) and spam axes until Mansa and Alex are gone.
Hmmm maybe I should up my medication, I was known to be the team's peacemonger.![]()
I agree with this assessment, especially given it's origin!![]()
The question is a matter of play style. No question that another worker will help if our goal is to grow to max pop, build some infrastructure, and later build the axe army. I have generally been a builder first and a warfighter second.How will another worker not help? there is no way another worker won't help us improve the capital and the other city faster... The 1 axe is just to defend us until we get the second worker and the barracks up then we'll be able to churn out more units. Due to all the peaks it shouldn't be too hard to manage defense.
I agree with this approach. I see no reason to keep them alive. And as C63 pointed out, they have workers that will soon be ours. We need 4-5 Axes and then we gain a capitol site that will surely be the equal of anything we produce ourselves.Is there any advantage to keeping Alex and Mansa alive? If not, then a rapid removal of them seems in order ...
So let's not dismiss either one out of hand, let's discuss the pros and cons. If we don't need to decide right away, then maybe oyzar can play to settler and first axe, and we can discuss what to do next with more information about our world.
We can make the specific changes to the map. I don't see how the turn number shown at the top makes any difference. With world builder we can add units, improvements, change city sizes, culture and buildings, religions, pretty unlimited really.The updated testmap is rather useless given that alot of the specifics are rather wrong.. Have to pretty much replay it move from move from the start of the other test save.
Fast conquest is not my forte either ... but Lehm I think has been heading that way, and maybe Munro too. hw, are you a fast conquest guy? What about tp (or is that TP?It is the number of turns left to farm the rice the food in the food bar and the extra beakers i was talking about.
Turn numbers somewhat matters for barbs but beside that not so much... Anyone run any tests on just whipping out a fast army with 3 improved titles vs doing it on max size with a full compliment of mines? I fully admit i am not that experienced in fast conquest wins and maybe focusing too much on growing the cities and improvements have been my downfall...
I agree with the first part of this at least. I think oyzar can play through the founding of city #2 if we are agreed on the blue dot location. The only remaining question would be what tech to follow AH, and I think The Wheel for both the movement and the trade route would be a logical step. Start building Axes in London after the settler.Is this a sufficiently large strategic divergence that we might play to settler and first axe, then wait for the return of those on vacation before we proceed?
I think you should only play when you are most comfortable. I also want everyone to know that IF something occurs that changes the plan, and you feel it is significant enough to warrant discussion, save it, upload it, and you can finish the set after we get a chance to hash out the options.I think i should stop after the settler is done. Not sure if it is best to play the set in the middle of the night as i often seem to mess up math etc, it should be pretty straightforward but you never know what might pop up.
By all means, don't rush this now, play when you are at your sharpest. We are not in any hurry now, and if we are successful, never will be!I think you should only play when you are most comfortable. I also want everyone to know that IF something occurs that changes the plan, and you feel it is significant enough to warrant discussion, save it, upload it, and you can finish the set after we get a chance to hash out the options.